Circle of Waves

Be it within coral reefs, the deepest pits within the sea, the slithering rivers, or the isolated lakes, druids who are part of the circle of the waves maintain the beauty and power of water. Often pearl divers, sailors, or sirens to those who disrespect the waves, these druids mainly originate from deep beneath water rather than with surface dwellers. Nevertheless, the ocean is always welcoming to new life within it.

One with the Sea

When you adopt this circle at 2nd level, you and your allies are at home in water. You gain a swimming speed equal to your walking speed and gain the ability to breathe underwater.

As an action, you can touch a creature and grant them these same benefits. They retain these benefits for an hour. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.

You also have the Create or Destroy Water spell. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.

Aspect of the Waves

At 2nd level, you can transform into a manifestation of the water around the world. As a bonus action, you can expend a use of your Wild Shape feature to take on an aquatic form, rather than transforming into a beast.

While in your aquatic form, you retain your game statistics, but your body becomes an aspect of the sea; you may appear as water given human form, your hair may become seaweed or seashells, and your eyes may become as dark as the watery abyss. This form allows you to enter a creature's space regardless of their size and also occupy it, while also letting you move through a space as narrow as 1 inch wide without squeezing. The form lasts for a number of minutes equal to your proficiency bonus. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Whenever you assume your aquatic form, choose which of the following parts of the sea forms on your body; your choice gives you certain benefits while in the form:

  • Coral. Your body grows sharp, hard, corals of beautiful colors. The first time you would enter within a creature's space on your turn, they take slashing damage equal to 1d6 + your Wisdom modifier. You also gain a +1 bonus to your AC.
  • Seaweed. You emanate a aura of that makes the air thick and nearly liquid. Any hostile creatures treats the area 15 feet around you as difficult terrain, costing 3 feet for every 1 foot of movement. You also have advantage on grappling creatures you are currently occupying the same space.
  • Deep. When you hit a creature with a spell attack roll or make them fail their saving throw against your spells, you can knock them prone. You can do so for one creature per spell.

Curse of the Tides

At 6th level, you can remove a creature's ability to breathe. As a bonus action, you can force a creature to make a Constitution saving throw. On a failure, they become only capable at breathing underwater or incapable of breathing underwater (your choice). When incapable of breathing in this manner, the target can hold their breath for a number of rounds equal to 1 + its Constitution modifier before dropping to 0 hit points.

The target can repeat this saving throw at the end of each of their turns, ending the effect early on a success. Dropping a creature 0 hit points in this manner increases your hit points and hit point maximum by an amount equal to your level in this class until the end of your next long rest.

Once you have successfully used this feature in removing someones breath, you can't use it again until you finish a short or long rest.

Beauty of the Oceans

At 10th level, your aquatic forms have grown stronger. The 1d6 of the Coral becomes 2d6, the range of your Seaweed increases to 20 feet, and it takes a creatures its full movement to stand up when you prone them with Deep.

Terror from the Depths

At 14th level, you can adopt the form of greater creatures within the depths. Creatures you wildshape into gain a flying speed equal to half their swimming speed, and can breathe air if they could only breathe underwater.

Additionally, you may cast the Polymorph spell without expending a spell slot, performing the spell with a range of self. When doing so, your new form can be that of any creature with a swimming speed and a challenge rating equal or lower than half your levels in this class.

Once you use this feature, you must finish a long rest before you can use it again.